server/src/game/ObjectPosSelector.h
2011-01-01 20:33:43 +03:00

155 lines
5.1 KiB
C++

/*
* Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef _OBJECT_POS_SELECTOR_H
#define _OBJECT_POS_SELECTOR_H
#include<Common.h>
#include<map>
enum UsedPosType { USED_POS_PLUS, USED_POS_MINUS };
inline UsedPosType operator ~(UsedPosType uptype)
{
return uptype==USED_POS_PLUS ? USED_POS_MINUS : USED_POS_PLUS;
}
struct ObjectPosSelector
{
struct UsedPos
{
UsedPos(float sign_, float size_,float dist_) : sign(sign_), size(size_),dist(dist_) {}
float sign;
float size; // size of point
float dist; // dist to central point (including central point size)
};
typedef std::multimap<float,UsedPos> UsedPosList; // abs(angle)->Node
ObjectPosSelector(float x,float y,float size,float dist);
void AddUsedPos(float size,float angle,float dist);
void InitializeAngle();
bool FirstAngle(float& angle);
bool NextAngle(float& angle);
bool NextUsedAngle(float& angle);
bool NextPosibleAngle( float& angle );
bool CheckAngle(UsedPosList::value_type const& nextUsedPos, float sign, float angle ) const
{
float angle_step2 = GetAngle(nextUsedPos.second);
float next_angle = nextUsedPos.first;
if(nextUsedPos.second.sign * sign < 0) // last node from diff. list (-pi+alpha)
next_angle = 2.0f*M_PI_F-next_angle; // move to positive
return fabs(angle)+angle_step2 <= next_angle;
}
bool CheckOriginal() const
{
return (m_UsedPosLists[USED_POS_PLUS].empty() || CheckAngle( *m_UsedPosLists[USED_POS_PLUS].begin(),1.0,0)) &&
(m_UsedPosLists[USED_POS_MINUS].empty() || CheckAngle( *m_UsedPosLists[USED_POS_MINUS].begin(),-1.0,0));
}
bool IsNonBalanced() const { return m_UsedPosLists[USED_POS_PLUS].empty() != m_UsedPosLists[USED_POS_MINUS].empty(); }
bool NextAngleFor( UsedPosList::value_type const& usedPos, float sign, UsedPosType uptype, float &angle )
{
float angle_step = GetAngle(usedPos.second);
// next possible angle
angle = usedPos.first * usedPos.second.sign + angle_step * sign;
UsedPosList::value_type const* nextNode = nextUsedPos(uptype);
if(nextNode)
{
// if next node permit use selected angle, then do it
if(!CheckAngle(*nextNode, sign, angle))
{
m_smallStepOk[uptype] = false;
return false;
}
}
// possible more points
m_smallStepOk[uptype] = true;
m_smallStepAngle[uptype] = angle;
m_smallStepNextUsedPos[uptype] = nextNode;
return true;
}
bool NextSmallStepAngle( float sign, UsedPosType uptype, float &angle )
{
// next possible angle
angle = m_smallStepAngle[uptype] + m_anglestep * sign;
if(fabs(angle) > M_PI)
{
m_smallStepOk[uptype] = false;
return false;
}
if(m_smallStepNextUsedPos[uptype])
{
if(fabs(angle) >= m_smallStepNextUsedPos[uptype]->first)
{
m_smallStepOk[uptype] = false;
return false;
}
// if next node permit use selected angle, then do it
if(!CheckAngle(*m_smallStepNextUsedPos[uptype], sign, angle))
{
m_smallStepOk[uptype] = false;
return false;
}
}
// possible more points
m_smallStepAngle[uptype] = angle;
return true;
}
// next used post for m_nextUsedPos[uptype]
UsedPosList::value_type const* nextUsedPos(UsedPosType uptype);
// angle from used pos to next possible free pos
float GetAngle(UsedPos const& usedPos) const { return acos(m_dist/(usedPos.dist+usedPos.size+m_size)); }
float m_center_x;
float m_center_y;
float m_size; // size of object in center
float m_dist; // distance for searching pos (including central object size)
float m_anglestep;
UsedPosList m_UsedPosLists[2];
UsedPosList::const_iterator m_nextUsedPos[2];
// field for small step from first after next used pos until next pos
float m_smallStepAngle[2];
bool m_smallStepOk[2];
UsedPosList::value_type const* m_smallStepNextUsedPos[2];
};
#endif